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A lets read Atlas of Earth Prime and some conversions


Mr. R

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A lady on the Guardia Nacional, the Brazilian super team

 

 

AEP #34  Iamanja


 

Val Char Cost Roll Notes

 

13 STR 3 16- Lift 3200.0kg; 7d6 [3]

12 DEX 6 14- OCV:  8/DCV:  8

13 CON 6 14-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

18 EGO 16 13- ECV:  6

28 PRE 18 15- PRE Attack:  5 ½d6

18 COM 4 13-


12 PD 5 Total:  20 PD (20 rPD)

10 ED 5 Total:  20 ED (20 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

12 REC 0

46 END 0

40 STUN 0 Total Characteristic Cost:  85


Movement: Running: 9"/18"

Leaping: 11"/22"

Swimming: 10"/20"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Swimming +2" (10" total) 1

6 Running +3" (9" total) 1

4 Leaping +4" (11" forward, 5 ½" upward) 1

 

50 Ritualist:  Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

 

18 +22 STR (22 Active Points); Only In Heroic Identity (-¼) 2

26 +11 DEX (33 Active Points); Only In Heroic Identity (-¼)

16 +10 CON (20 Active Points); Only In Heroic Identity (-¼)

6 +8 PD (8 Active Points); Only In Heroic Identity (-¼)

8 +10 ED (10 Active Points); Only In Heroic Identity (-¼)

10 Damage Resistance (12 PD/12 ED) (12 Active Points); Only In Heroic Identity (-¼)

20 Life Support  (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing) (25 Active Points); Only In Heroic Identity (-¼)

5 Swimming +6" (10" total) (6 Active Points); Only In Heroic Identity (-¼) 1

 

80 Mistress of the Waters:  Multipower, 100-point reserve,  (100 Active Points); all slots Only In Heroic Identity (-¼)

4u 1)  Blinding Spray:  Sight Group Flash 10d6 (50 Active Points); Only In Heroic Identity (-¼) 5

4u 2)  Drown:  Energy Blast 5d6, No Normal Defense (Con Roll; +1) (50 Active Points); Only In Heroic Identity (-¼) 5

4u 3)  Water Blast:  Energy Blast 11d6 (55 Active Points); Only In Heroic Identity (-¼) 5

5u 4)  Water Weapon:  Energy Blast 11d6, Penetrating (+½) (82 Active Points); No Range (-½), Only In Heroic Identity (-¼) 8

6u 5)  Change Environment 4" radius, -3 to Sight Group PER Rolls, -4" of any one mode of Movement, -4" of any one mode of Movement, -4" of any one mode of Movement, Multiple Combat Effects, MegaScale (1" = 1 km; +¼) (77 Active Points); Only In Heroic Identity (-¼) 8

 


Talents

20 Animal Friendship

2 Environmental Movement (no penalties in Water)


Skills

3 Climbing 14-

3 Disguise 12-

3 Magic:  Power 12-

3 KS: Mythology 12-

3 Persuasion 15-


Total Powers & Skill Cost:  319

Total Cost:  404


300+ Disadvantages

15 Psychological Limitation:  Protector of Mankind (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

74 Experience Points


Total Disadvantage Points:  404

Earned Experience:  0

Spent Experience:  74

Unspent Experience:  0


Background/History:  Iemanga is a spirit who inhabits willing hosts to be able to act in the world.  Sandra Santos is the second to play host and is a member of the Brazilian super team Guarda National.


Personality/Motivation:  She is a protector of humankind.  She may be volatile and capricious, but the is firmly in the side of the humans!


Quote:  


Powers/Tactics:  A spirit of the water, she is more at home there, and will take fights to the water if possible.  But even above water she can fight effectively with water blasts, blinding sprays, and a drowning attack that can knock a target out.


Campaign Use:  


Appearance:  Sandra Santos is a beautiful model.  When Iemanga takes over she gains a more godly bearing but features remain similar.  She has light brown skin and hair, stands 189 cm and weighs 65 KG.  Her costume is a long purple dress!



 

 

 

So she's a classic water controller.  But also a member of the Orixas, something like the Voodoo Loas, but in Brazil.  A number of them are presented, enough to use as a basis for a number of origin stories.  

 

She's your bog standard goddess in a mortal world, but she is decent, so thumbs up.

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So this will be a bit different but in the book they present what the rest of the GN look like.  

 

Crux:  Power Armour.  Use Power Corp (in a previous thread of mine) armour with a few extras.

 

Gigante:  Brick.  Take Big Thunder and get rid of the weather control and flight.

 

Napinguari:  They call it the Savage Ape archtype as he is a beast man.  Later I will have a NPC called Cromagnon who would be perfect.

 

Nestre Zumbi:  Another with ties to the Oxiras, this one of Iron.  He's a master of capoeria martial art, so basically a Martial Artist with a str 7 (Str 35 in Hero) and a Protection 3 (9/9 Force Field) in addition to all other things.

 

Membirita:  a paje, a mystic.  Use Lady Mamba with slightly different spell (NO zombies)

 

I like this and found I could make this team with little prep.  And they sound cool.  They have differing view points, but on the whole seem to work well.

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That is what the Multi power  is for.  They default to the Desolid, but switch to the Dam Red on their attack.  Otherwise buying affect solid is SO EXPENSIVE!

How did I miss that? I thought they were permanently Deosolidified.

 

Okay, they're not as harmless as I thought.

 

Lucius Alexander

 

The palindromedary says watch out for that boarding party!

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How did I miss that? I thought they were permanently Deosolidified.

 

Okay, they're not as harmless as I thought.

 

Lucius Alexander

 

The palindromedary says watch out for that boarding party!

I did too. However though having inherent on desolid which can be switched in a multi Power seems ....off? I don’t think that it’s a rules issue just unnesscery.

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An ancient alien armour and its link to a human user

 

Quote

AEP #36  Churi-Inti

 

 


Val Char Cost Roll Notes

13 STR 3 17- Lift 6400.0kg; 8d6 [4]

12 DEX 6 14- OCV:  9/DCV:  9

13 CON 6 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

13 EGO 6 12- ECV:  4

10 PRE 0 11- PRE Attack:  2d6

15 COM 3 12-

 

13+15 PD 5 Total:  13/28 PD (8/23 rPD)

12+15 ED 5 Total:  12/27 ED (8/23 rED)

3 SPD 0 Phases:  4, 8, 12

15 REC 0

62 END 0

47 STUN 0 Total Characteristic Cost:  34

 

Movement: Running: 10"/20"

Flight: 23"/184"

Leaping: 12"/24"

Swimming: 5"/10"

Teleportation: 10"/20"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (12" forward, 6" upward) 1

 

5 Valcun AI:  Mind Link , One Specific Mind

22 +27 STR (27 Active Points); Only In Heroic Identity (-¼) 3

34 +14 DEX (42 Active Points); Only In Heroic Identity (-¼)

29 +18 CON (36 Active Points); Only In Heroic Identity (-¼)

 

36 Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-¼)

 

15 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Only In Heroic Identity (-¼)

 

17 Mental Defense (20 points total)

 

10 High Range Radio Perception (Radio Group) (12 Active Points); Only In Heroic Identity (-¼)

8 Radio Perception/Transmission (Radio Group) (10 Active Points); Only In Heroic Identity (-¼)

12 Radar (Radio Group) (15 Active Points); Only In Heroic Identity (-¼)

4 Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-¼)

14 Valcun DNA:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, Range (18 Active Points); Only In Heroic Identity (-¼)

2 Ultrasonic Perception (Hearing Group) (3 Active Points); Only In Heroic Identity (-¼)

 

27 TK Powers:  Elemental Control, 54-point powers

22 1)  TK Blast:  Energy Blast 11d6 (55 Active Points); Only In Heroic Identity (-¼) 5

23 2)  TK flight:  Flight 23", x8 Noncombat (56 Active Points); Only In Heroic Identity (-¼) 6

 

20 Luck 4d6

 

22 Teleportation 10", Reduced Endurance (0 END; +½), MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (50 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Only In Heroic Identity (-¼)

 

Perks

30 Valcun Base:  Vehicles & Bases

25 Valcun AI:  Follower

 

Talents

2 Bump Of Direction (3 Active Points); Only In Heroic Identity (-¼)

2 Absolute Range Sense (3 Active Points); Only In Heroic Identity (-¼)

2 Absolute Time Sense (3 Active Points); Only In Heroic Identity (-¼)

 

Skills

3 Climbing 14-

3 Disguise 11-

3 Stealth 14-

3 Shadowing 11-

 

Total Powers & Skill Cost:  419

Total Cost:  452

 

300+ Disadvantages

15 Psychological Limitation:  Thrill Seeker (Common; Strong)

20 Psychological Limitation:  Still learning capabilities of his suit! (Common; Total)

117 Experience Points

 

Total Disadvantage Points:  452

Earned Experience:  0

Spent Experience:  117

Unspent Experience:  0

 

Background/History:  Pedro Reyes is your average teenager, doing things on a dare and being macho.  So when He accepted a dare to to hid in Machu Picchu overnight, he accepted immediately.  But under the mountain is a large extraterrestrial base from aliens who visited long ago.  But the AI still was active, looking for DNA of the aliens (Called Valcun) in humans the had interbred with locals.  Pedro was a match and was transported into the base.  After much exploring, he found a Valcun Battlesuit and decided to become a superhero calling himself Churi-Inti.

 

Personality/Motivation:  An alien Battlesuit and an alien base.  His main problems are he only has the basic abilities and cannot read or understand Valcun.  (the AI uses pictograms for now, until translations can occour)

 

Quote:  

 

Powers/Tactics:  Strength, flight, blasters and hefty armour.  As well he has a secret base and a powerful AI if only he can figure how to use them!

 

Campaign Use:  

 

Appearance:  A young Peruvian male black hair, brown eyes, he is 177 cm and 80 KG.  The battlesuit is humanoid with the elongated helmet but otherwise human features!



 

I like this idea.  Power armour, psionics and alien abilities!

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His base of operations

 

Quote

AEP #37  Valcun Base AI

 

 


Val Char Cost Roll Notes

 

10 DEX 0 11- OCV:  3/DCV:  3

 

 

23 INT 13 14- PER Roll 14-

23 EGO 26 14- ECV:  8

 

 

 

 

 

2 SPD 0 Phases:  6, 12

 

 

Total Characteristic Cost:  39

 

Movement:

 

Cost Powers END

5 Mind Link , One Specific Mind

10 Mental Defense (15 points total)

 

Talents

5 Eidetic Memory

3 Absolute Range Sense

3 Absolute Time Sense

 

Skills

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

5 Cramming

 

Total Powers & Skill Cost:  86

Total Cost:  125

 

200+ Disadvantages

 

Total Disadvantage Points:  125

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

 

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Venezuela's hero, complete with internal conflict

 

Quote

AEP #38  EL Bolivariano

 

 


Val Char Cost Roll Notes

40 STR 30 17- Lift 6400.0kg; 8d6 [4]

21 DEX 33 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

15 EGO 10 12- ECV:  5

25 PRE 15 14- PRE Attack:  5d6

18 COM 4 13-

 

33 PD 25 Total:  33 PD (33 rPD)

33 ED 28 Total:  33 ED (33 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

20 REC 14

50 END 0

43 STUN 0 Total Characteristic Cost:  208

 

Movement: Running: 10"/20"

Leaping: 18"/288"

Swimming: 5"/10"

 

Cost Powers END

33 Damage Resistance (33 PD/33 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

25 Leaping +10" (18" forward, 9" upward) (x16 Noncombat) 2

 

24 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat)

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Self Only (-½), Always On (-½)

 

18 +25 STR, Reduced Endurance (0 END; +½) (37 Active Points); Limited Power Power loses about half of its effectiveness (Only to save or defend innocents; -1)

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

3 Martial Grab -1 -1 Grab Two Limbs, 50 STR for holding on

4 Martial Strike +0 +2 10d6 Strike

 

Talents

14 Fearless

 

Skills

3 Climbing 13-

3 Disguise 11-

3 Persuasion 14-

3 Stealth 13-

3 Shadowing 11-

 

Total Powers & Skill Cost:  156

Total Cost:  364

 

300+ Disadvantages

15 Psychological Limitation:  Do Gooder (Common; Strong)

20 Psychological Limitation:  Follower of Chavez (Common; Total)

29 Experience Points

 

Total Disadvantage Points:  364

Earned Experience:  0

Spent Experience:  29

Unspent Experience:  0

 

Background/History:  Raul Supelveda was a truck driver for the state run oil company when he was attacked by eh villain Dr. Kanoche and his mummy followers.  There was an explosion and fire, but Raul emerged unscathed.  After driving off the villains he applied to be the state hero of Venezuela.  To this end he fights to protect the people and the revolution that Chavez has started.  El Bolivariano is there to keep the peace!

 

Personality/Motivation:  There are two forces in Raul.  One is to protect the people.  Even from himself.  He will never willingly hurt or endanger his people.  But also he is a total supporter of Chavez and his policies.  Even if they are unpopular, he believes that they will eventually succeed.  Non believers are just misguided!

 

Quote:  

 

Powers/Tactics:  Strong and tough, El Boliariano becomes extremely powerful when defending or saving innocents.

 

Campaign Use:  

 

Appearance:  A tall Venezuelan male 184 cm and 90 KG with black hair and brown eyes,  His costume is a Venezuelan flag of blue red and yellow with the stars arrayed on his chest!



 

 

 

So he's the classic conflicted (deluded) hero.  Is he a good man fighting for a bad cause, or is his cause just and he's being too lenient.  I will not comment here about the politics of the country, but it can be rich when done right!

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10 hours ago, Mr. R said:

Venezuela's hero, complete with internal conflict

 

 

 

So he's the classic conflicted (deluded) hero.  Is he a good man fighting for a bad cause, or is his cause just and he's being too lenient.  I will not comment here about the politics of the country, but it can be rich when done right!

 

So, Captain America then.

 

Any flagsuit will have this issue. Integrity is the key.

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Chapter Six  Northern Europe

 

So this encompasses the Scandinavian countries and Iceland, Britain and Ireland.  So a lot to cover.

 

So first a general threat that due to WW II there is a dearth of heroes and are thus vulnerable to the WORLD WIDE CONSPIRACY that seems to still be hidden.  In actuality there are enough hooks here to have many home grown heroes.  The implication is that the American heroes will have to come save the day.  PLEASE!

 

OK rant off.

 

Denmark.  Not many heroes or villains here, but there is a scientific research group looking into the super gene.  So there are hooks for good or ill.  

 

Finland.  So we get a Big Brain (I’ll let you figure it out) that is still trying what it is.  A giant monster haunting the Baltic.  Finally we get ties to the old myths with the sword of an ancient hero waiting to be found.  On the whole, cool.

 

Iceland is next, with a digital puzzle, and a Cold War warrior who hasn’t realized the end of his era.  (Given current happenings though, he may be brought back).

 

Next we sail into Norway and a descendant of the Vikings of old and the powers of the old gods.  She’s cool, but I felt the space could have been condensed to give more hooks.  I am sure there is more to Norway than just this.  She is majorly cool though!

 

Next to Norway is Sweden.  It has a drug problem, and one that has galactic implications.  Also the local Unison (UNTIL) base has suffered great losses recently, and the WWC is taking quiet advantage of the situation.  

 

Now we get to the Emerald Isle, Ireland.  Here we get three heroes, all mystically inclined (What no tech or science or mutants?)  They are all cool, but there could be so much more.

 

United Kingdom comes next.  First the Ministry of Powers, which is similar to the group in Brazil.  Then we get a corporation dealing in high tech / cutting edge technology.  Finally.  I would have liked a hero based on some of the tech here but some ideas are possible.  Next a national hero with ties to the past and a legacy.

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Across the Rainbow Bridge of Asgard, where the booming heavens roar....

 

 

Quote

 

AEP #39  Skjaldmyjar

 

 


Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [5]

20 DEX 30 13- OCV:  7/DCV:  7

30 CON 40 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-/15-

15 EGO 10 12- ECV:  5

25 PRE 15 14- PRE Attack:  5d6

18 COM 4 13-

 

30 PD 20 Total:  30 PD (30 rPD)

30+10 ED 24 Total:  30/40 ED (30/40 rED)

6 SPD 30 Phases:  2, 4, 6, 8, 10, 12

16 REC 0

60 END 0

50 STUN 0 Total Characteristic Cost:  213

 

Movement: Running: 10"/20"

Flight: 20"/160"

Leaping: 14"/28"

Swimming: 5"/10"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (14" forward, 7" upward) 1

6 +2 PER with all Sense Groups

 

6 Hammer of the Gods:  Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

 

2 Heimdal's Gift:  +2 PER with Normal Hearing

1 Idunn's Gift:  Life Support  (0 Active Points)

 

50 Swiftness of the Valkyrie:  Flight 20", x8 Noncombat 5

 

30 Elemental Control, 60-point powers

45 1)  Thor's Blessing:  Energy Blast 12d6, Indirect (Same origin, always fired away from attacker; +¼) (75 Active Points) 7

30 2)  Summon Storm:  Change Environment 1" radius, -3 to Normal Sight PER Rolls, +5 Points of Telekinetic STR, -3 Temperature Level Adjustment, Multiple Combat Effects, MegaScale (1" = 1 km; +¼) (60 Active Points) 6

 

7 Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Electricity; -1)

 

 

Skills

7 Analyze:  Possible abilities 13-

3 Climbing 13-

3 KS: Norse Mythology 11-

3 Persuasion 14-

10 +2 with DCV

20 +4 with HTH Combat

 

Total Powers & Skill Cost:  268

Total Cost:  481

 

300+ Disadvantages

20 Psychological Limitation:  Patriot (Very Common; Strong)

15 Hunted:  Ragnarok 8- (As Pow; NCI; Harshly Punish)

146 Experience Points

 

Total Disadvantage Points:  481

Earned Experience:  0

Spent Experience:  146

Unspent Experience:  0

 

Background/History:  Aesa Grimsdotter lead a charmed life.  By sixteen she was a better warrior than any in her tribe.  One day a pair of ravens called to her and she followed, heeding it as a sign.  Finally after hours of walking, she found a half buried rock,  Under it was a master crafted hammer.  and when she grabbed it all was made clear, she was one of the Valkyrie.  SHe wandered the battlefields of Europe for 1000 years, but then realized her clan was gone and she no longer had causes to fight for.  So she retreated into the woods to find her way.  And so it would have remained except for the Nazi war machine raiding her homeland.  So she fought.  She helped the Royal family escape to Britain and fought alongside Allied heroes through the war.  After, she became the protector of Norway and Northern Europe.  As a result the supervillain Ragnarok has become obsessed with humbling her and had joined (Evil Villain Agency) to defeat her.  But Skjaldmyjar, could be stronger than he thinks!

 

Personality/Motivation:  Loyalty to the people of Norway.  She takes her role as protector very seriously!

 

Quote:  

 

Powers/Tactics:  A flying viking with a hammer and the ability to control the weather.

 

Campaign Use:  

 

Appearance:  At 198 cm and 91 KG, her statuesque figure draws stares.  Add long blond hair and blue eyes.  Her costume looks like viking armour and she wields a golden war hammer!

 

 

 

 

 

She's a Thor copy, and a good one.  They did put a lot of hooks in her.  Especially another Thor type called Ragnarok who work for the WWC.  He want to beat her up some reason,(though they have not met) and so is going out of his way to antagonize her.  (which begs the question how can you be hidden when one of your agents is becoming so public?)

 

In fact I could see a call to Team Canada

 

Aesa, "Hello, Big Thunder?"  

BT, "Yes"

Aesa, "How would you like to beat up on the grandson of Thor?"

BT, "What do I get out of it?"

Aesa, "Well he's been besmirching the name of Thor, so the people who bring him to account, could get a nice reward from Odin"

BT, "Do you mind collateral damage?"

Aesa, "Nope"

Crack knuckles!

Aesa, "I take that as a YES!"

BT, "Indeed"

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An Irish villain that will take your heart. Really!
 

Quote

AEP #40 Manteis

Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
21 DEX 33 13- OCV: 7/DCV: 7
25 CON 30 14-
10 BODY 0 11-
30 INT 20 15- PER Roll 19-
28 EGO 36 15- ECV: 9
30 PRE 20 15- PRE Attack: 6d6
14 COM 2 12-

8+24 PD 4 Total: 8/32 PD (8/32 rPD)
8+24 ED 3 Total: 8/32 ED (8/32 rED)
5 SPD 19 Phases: 3, 5, 8, 10, 12
9 REC 0
50 END 0
32 STUN 0 Total Characteristic Cost: 175

Movement: Running: 6"/12"
Leaping: 3"/6"
Swimming: 2"/4"
Teleportation: 10"/640"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

12 +4 PER with all Sense Groups

50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

53 Multipower, 80-point reserve, (80 Active Points); all slots Gestures (-¼), Incantations (-¼)
5u 1) Call of Chaos: Energy Blast 14d6 (70 Active Points); Gestures (-¼), Incantations (-¼) 7
5u 2) Grip of Fear: Entangle 5d6, 3 DEF, Based On EGO Combat Value (Standard Defenses apply; +1) (80 Active Points); Gestures (-¼), Incantations (-¼) 8
4u 3) Sight, Hearing, Smell/Taste, Touch and Mystic Groups Images 1" radius, +/-10 to PER Rolls, Alterable Size (65 Active Points); Gestures (-¼), Incantations (-¼) 6
5u 4) Mind Control 7d6, Area Of Effect (4" Radius; +1) (70 Active Points); Gestures (-¼), Incantations (-¼) 7
1u 5) Magic: Detect A Single Thing 19-/15- (Unusual Group), Discriminatory, Analyze, Range, Sense (20 Active Points); Gestures (-¼), Incantations (-¼)
3u 6) Teleportation 10", x64 Noncombat (45 Active Points); Gestures (-¼), Incantations (-¼) 4

6 Dagger of Woe: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1
27 Drain Magic 6d6 (60 Active Points); OAF (-1), Linked (Dagger of Woe; -¼) 6

11 Gem of Black Flame: Life Support (Eating: Character only has to eat once per week; Longevity: Immortal; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (17 Active Points); OIF (-½)

72 Runic Tattoos of Defence: Armor (24 PD/24 ED)

24 Torc of the unseen: Invisibility to Sight Group , No Fringe (30 Active Points); IIF (-¼) 3

Perks
6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact
5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

Skills
3 KS: Irish History 15-
3 Deduction 15-
3 Criminology 15-
3 Forensic Medicine 15-
3 Persuasion 15-
3 Stealth 13-
3 Shadowing 15-
3 Magic: Power 15-
6 Multi Power: +2 with any three maneuvers or a tight group of attacks
10 +2 with DCV

Total Powers & Skill Cost: 337
Total Cost: 512

300+ Disadvantages
20 Psychological Limitation: Power Hungry (Very Common; Strong)
192 Experience Points

Total Disadvantage Points: 512
Earned Experience: 0
Spent Experience: 192
Unspent Experience: 0

Background/History: A minor mage called Corma MacEogan was hungry for power. He had heard of artifacts left by the Fomorians and found some. First a dagger that nullified magic. Then a torc that made him invisible. Finally a black gem that glowed with black flames, that made him immortal. But he wanted more. He had heard of a lady named Britannia and so made his way to Roman England to steal her power. He managed to kill her, but the power eluded him. Certain she would manifest again, he waited and planned and stalked her through the ages. He was there in 1840's, and again in WW I, and hunted her again in WW II. In all cases she died far from him, or she eventually lost the powers as they went to a new vessel. And so he hunts again, certain this time he will kill her and gain her power!

Personality/Motivation: Craves power. The power of Britannia would make him one of the mightiest mages on the planet. Then....

Quote: 

Powers/Tactics: With the invisibility granted by the torc, Manteis can strike when he wants. Add an array of magic spells, a magic nullifying dagger and runes of protection that can stop a cannon shell, and you have a very dangerous opponent, especially magical ones!

Campaign Use: 

Appearance: Brown hair and eyes on a 184 cm 70 KG frame. He wears leather pants, with a torc around his neck, a dagger and a glowing black gem embedded in his chest!
 

 

WOW! This guy is scary. Especially if you happen to be a mystic yourself. He's got a fixation with Britannia right now, but could easily be ported to any local in his search for power. And he can attack when and where he feels most comfortable. So yeah, I can see uses for him, certainly in any game centered in the United Kingdom!
Jerome R. Rondeau
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Where have I seen him before?
 

Quote

AEP #41 Thomas Rhymer

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
15 DEX 15 12- OCV: 5/DCV: 5
20 CON 20 13-
10 BODY 0 11-
15 INT 5 12- PER Roll 14-
15 EGO 10 12- ECV: 5
25 PRE 15 14- PRE Attack: 5d6
22 COM 6 13-

8 PD 6 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
4 SPD 15 Phases: 3, 6, 9, 12
6 REC 0
40 END 0
25 STUN 0 Total Characteristic Cost: 96

Movement: Running: 6"/12"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

48 Artificer: Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

40 Luck 8d6

10 Magic: Detect A Single Thing 14-/12- (Unusual Group), Discriminatory, Sense
13 Precognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (-2) 4

Perks
8 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact
9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13-

Talents
12 Combat Luck (6 PD/6 ED)
10 Fascination

Skills
3 Disguise 12-
5 Magic: Power 13-
3 Streetwise 14-
3 Deduction 12-
3 Criminology 12-
3 Forensic Medicine 12-
3 Persuasion 14-
3 Sleight Of Hand 12-
3 Concealment 12-
3 Contortionist 12-
3 Stealth 12-
3 Shadowing 12-
5 Language: Gaelic (idiomatic; literate)
1 Language: English (imitate dialects; literate) (6 Active Points)
15 +3 with HTH Combat

Total Powers & Skill Cost: 273
Total Cost: 369

300+ Disadvantages
15 Psychological Limitation: Wandering Nature (Common; Strong)
15 Psychological Limitation: Spidey Syndrome (Common; Strong)
39 Experience Points

Total Disadvantage Points: 369
Earned Experience: 0
Spent Experience: 39
Unspent Experience: 0

Background/History: The seventh son of an Irish family, Thomas lead a charmed life. Then the visions came. He could not control them, and they always showed tragedy and harm that he could do nothing to prevent. Only alcohol seemed to dull the visions and so he lost himself to the bottle. Until a vision came of a visit by a beautiful woman who told him she could help him control his visions, but he would then be beholden to her service as a protector of humanity. He's still not sure if it really happened, but since that night, he's gained control. But in addition is the urge to help those his visions touch. So Thomas Rhymer wander the world.

Personality/Motivation: Precognitive visions, the skills of a first rate PI and a catch of magic items and rituals. He's not in the big leagues, but he's more than competent.

Quote: 

Powers/Tactics: Research, get the right tools and get it done. He'll fight dirty if he has too, and he has a long list of people who owe him favours!

Campaign Use: 

Appearance: Red hair and green eyes on a 176 cm, 80 KG frame. He wears a black suit with a brown trenchcoat!

 

 

It John Const...almost. I do like this build. He's competent, and given time to prepare, can get some serious mojo going. My only complaint is a British magical NPC when England has so much tech and industry around. He's good, but I feel this section could have been so much more.

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Another mystical hero.  SIGH!

 

Quote

AEP #42  Macroth

 

 


Val Char Cost Roll Notes

15 STR 5 19- Lift 25.6tons; 10d6 [2]

13 DEX 9 13- OCV:  6/DCV:  6

15 CON 10 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

14 COM 2 12-

 

33 PD 30 Total:  33 PD (33 rPD)

33 ED 27 Total:  33 ED (33 rED)

5 SPD 22 Phases:  3, 5, 8, 10, 12

16 REC 14

60 END 0

34 STUN 0 Total Characteristic Cost:  130

 

Movement: Running: 10"/20"

Leaping: 14"/28"

Swimming: 5"/10"

Teleportation: 10"/5120"

 

Cost Powers END

33 Damage Resistance (33 PD/33 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (14" forward, 7" upward) 1

6 +2 PER with all Sense Groups

 

25 +35 STR, Reduced Endurance (½ END; +¼) (44 Active Points); No Figured Characteristics (-½), Only In Heroic Identity (-¼) 1

12 +5 DEX (15 Active Points); Only In Heroic Identity (-¼)

24 +15 CON (30 Active Points); Only In Heroic Identity (-¼)

13 +16 STUN (16 Active Points); Only In Heroic Identity (-¼)

 

22 Earth Powers:  Elemental Control, 44-point powers

9 1)  Healing Earth:  Healing BODY 2d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½), Self Only (-½), Limited Power Power loses about a third of its effectiveness (Only when touching earth/stone; -½)

38 2)  Meld with the earth:  Teleportation 10", x512 Noncombat (60 Active Points) 6

31 3)  Quaking Stomp:  Energy Blast 8d6, Reduced Endurance (½ END; +¼), Personal Immunity (+¼), Area Of Effect (6" Radius; +1) (100 Active Points); Limited Power Power loses about half of its effectiveness (Only if Macroth and target are on the ground; -1), Limited Power Power loses about a third of its effectiveness (Does no damage  only for KB; -½) 4

 

13 Knockback Resistance -10" (20 Active Points); Limited Power Power loses about a third of its effectiveness (Only when on earth/stone; -½)

 

8 Hammer:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2

 

Skills

3 Climbing 13-

9 OCV in HTH:  +3 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  261

Total Cost:  391

 

300+ Disadvantages

15 Psychological Limitation:  Responsibility (Common; Strong)

76 Experience Points

 

Total Disadvantage Points:  391

Earned Experience:  0

Spent Experience:  76

Unspent Experience:  0

 

Background/History:  Sean McRoth was ever the outsider, going from one foster home to another.  Life was hard and bleak.  Then one family enrolled in an adventure holiday and he spent time hiking and kayaking and seeing nature.  On the last week they went spelunking.  And he found the CAVE, and the statue.  A voice in his head said he was now the Champion of Danu and that he would now be protector of the lands of the Tuatha de Danann.

 

Personality/Motivation:  Protect the land.  Not only from obvious threats but those hidden whether magical or man made.

 

Quote:  

 

Powers/Tactics:  Activate his stone powers, then wade in and smack his opponents with a BIG stone hammer.  It's not subtle, but it works!

 

Campaign Use:  

 

Appearance:  In normal form early 20's with black hair and brown eyes on a 180 cm 86 KG frame.  In stone form, he looks like a statue of himself, made of rock.



 

 

Well another mystical hero from the Emerald Isle.  No mutants here.  Science?  Naw that'll never work.  An alien?  You mean a Scotsman in Ireland?  Neve.... oh that type of alien.  Really!  

 

Now the character is cool, with some neat powers, but he's just another of the MANY earth based NPCs in this book!  He has good hooks and could make for a good PC.  I do like him!

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So that last entry from Britain.  Appropriately it is a true symbol!

 

Quote

AEP #43  Britannia

 

 


Val Char Cost Roll Notes

55 STR 45 20- Lift 51.2tons; 11d6 [5]

20 DEX 30 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 14-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

17 COM 4 12-

 

25 PD 14 Total:  25 PD (25 rPD)

25 ED 21 Total:  25 ED (25 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

15 REC 0

40 END 0

48 STUN 0 Total Characteristic Cost:  179

 

Movement: Running: 10"/20"

Flight: 20"/160"

Leaping: 15"/30"

Swimming: 5"/10"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (15" forward, 7 ½" upward) 1

6 +2 PER with all Sense Groups

 

60 Light of Albion:  Multipower, 60-point reserve

5u 1)  Blinding Beam:  Sight Group Flash 10d6 (50 Active Points) 5

4u 2)  Healing Light:  (Total: 40 Active Cost, 40 Real Cost) Healing BODY 1d6, Can Heal Limbs (Real Cost: 15) plus Healing Stun 2d6, Can Heal Limbs (Real Cost: 25) 3

5u 3)  Light Blast:  Energy Blast 11d6 (55 Active Points) 5

6u 4)  Shielding Light:  Missile Deflection (Any Ranged Attack), Usable As Attack (+1), Area Of Effect (16" Line; +1) (60 Active Points)

 

50 Flight 20", x8 Noncombat 5

 

Skills

3 Climbing 13-

3 Current Events:  KS 12-

3 KS: History 12-

5 PS: Physician 14-

3 Persuasion 13-

7 Paramedics 14-

 

Total Powers & Skill Cost:  201

Total Cost:  379

 

300+ Disadvantages

15 Psychological Limitation:  Responsibility (Common; Strong)

15 Hunted:  Manteis 8- (Mo Pow; Harshly Punish)

49 Experience Points

 

Total Disadvantage Points:  379

Earned Experience:  0

Spent Experience:  49

Unspent Experience:  0

 

Background/History:  Britannia seems to have always existed.  though she disappears for a time, soon she reappears, especially when the world needs a defender.  She was there in WW I and later WW II, and the Cold War.  But eventually the powers left Anne Pennington and she retired to a life of less grand pursuits.  But she kept an eye out as she knew, the mantle would return.  Then she saw the report of a young lady lifting rubble from and explosion site, carry victims to safety and helping at the aid station.  So she waited and soon she Was visited by Thomas Rhymer and Margaret Collins.  She knew Margaret was the latest incarnation of Britannia.  What threats the young medical student will face, she doesn't know, but the has called in favours to help prepare the woman for what is to come!

 

Personality/Motivation:  Legacy hero!

 

Quote:  

 

Powers/Tactics:  A flying brick, but can supplement it with light powers, including a light blast, a blinding flash and healing hands!

 

Campaign Use:  

 

Appearance:  Long blond hair and brown eyes on a 160 cm 57 KG frame.  Her costume is the Golden Lion on a modified Union Jack flag.

 

 

So another mystic NPC.  But if you're gonna do it, do it right.  Which this is.

 

A tonne of hooks, legacy, nasty hunted, all good.  

I like that she's a doctor, the thought of a healer with this level of power could lead to some cool role playing.  

 

Power wise, nice.  Ranged or HTH she can mix it up.  And she's just getting started.  

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Chapter Seven  The Mediterranean

 

So a lot of info in this section.

 

First Albania, a country struggling to find its place after decades of a controlled economy.  But it does have its own high flying protector.

 

Bosnia.  Same problems as Albania with added elements of religious violence.  And it has its own “Pyramids” holding their own secrets.  What will these secrets do to the country?

 

Croatia is a bit more stable, but again moving from its former economic system is proving a challenge.  But like Albania, it has a mysterious protector.  

 

Cyprus is next on our tour.  Still reeling from the wars between Greece and Turkey, it still is an island divided.  It doesn’t help that the WWC keeps the pot bubbling for its own ends.  

 

Gibraltar!  The Rock!  Links to the UK and a possible PC origin story.

 

The birthplace of western thought, Greece.  Shipping, tech development and of course Olympus.  It even has a template if you wish to make a descendant of the mighty ones.  

 

The glory of Italy comes next.  From a new hero to a nobility led mafia organisation, It has a fair bit to offer.  Also the Vatican seem to stick their noses in when people ask are superhuman actually human.  In fact a Vatican super team is not beyond reason and is given a possible reason!

 

Macedonia.  See Albania, Croatia etc.  As the birthplace of Alexander the Great, you can bet there is some sort of link to modern affairs.

 

Britain’s unsinkable aircraft carrier, Malta.  Not much is happening here.  But a link to a ghostly protector is mentioned.  

 

Montenegro has little going for it except the world’s greatest detective.  Seriously this guy is who Bat… I mean Raven goes to when they can’t figure a case.

 

Slovenia.  Same problems as Albania.  In addition, it seems as if dimensional incursions are more common here.  Possible villainy, or new heroes?

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The high flying protector of Albania
 

Quote

AEP #44 The Albanian Eagle

Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
15 COM 3 12-

8+20 PD 4 Total: 8/28 PD (8/28 rPD)
8+20 ED 4 Total: 8/28 ED (8/28 rED)
5 SPD 22 Phases: 3, 5, 8, 10, 12
8 REC 0
36 END 0
28 STUN 0 Total Characteristic Cost: 101

Movement: Running: 10"/20"
Flight: 35"/70"
Leaping: 7"/14"
Swimming: 5"/10"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

3 Swimming +3" (5" total) 1
8 Running +4" (10" total) 1
4 Leaping +4" (7 ½" forward, 3 ½" upward) 1
6 +2 PER with all Sense Groups

75 Multipower, 75-point reserve
7u 1) Flight 30", Reduced Endurance (½ END; +¼) (75 Active Points) 3
2u 2) Flight 5", MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (20 Active Points) 2

50 Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

80 Multipower, 80-point reserve
4u 1) Flattening Wake: Energy Blast 8d6, Area Of Effect (16" Line; Line is behind Him; +1) (80 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Does no Damage only KB; -½) 8
4u 2) Sonic Boom: Energy Blast 4 ½d6, Personal Immunity (+¼), No Normal Defense (con roll; +1), Area Of Effect (5" Radius; +1) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Does no Damage only to calculate Con Stunning; -½), No Range (-½) 7
5 Passing Disarm -1 -1 Disarm, 28 STR to Disarm; FMove
5 Passing Strike +1 +0 3 ½d6 +v/5; FMove
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
5 Flying Grab -2 -1 Grab Two Limbs, 28 STR for holding on; FMove

Skills
3 Acrobatics 13-
3 Climbing 13-
3 Persuasion 13-
4 Language: English (completely fluent; literate)
1 Language: Albanian (imitate dialects; literate) (6 Active Points)

Total Powers & Skill Cost: 286
Total Cost: 386

300+ Disadvantages
15 Psychological Limitation: Responsibility (Common; Strong)
71 Experience Points

Total Disadvantage Points: 386
Earned Experience: 0
Spent Experience: 71
Unspent Experience: 0

Background/History: No one knows who he is. He has said that he was born with the Republic of Albania, but is that literal or figurative. What is known is that he is a dedicated Albanian, proudly showing off the the Eagle of the flag in his very abilities. He has become a rallying point of the people, the Albanian Eagle!

Personality/Motivation: Responsibility to the country!

Quote: 

Powers/Tactics: Able to form great energy wings that allow him to fly, as well as surrounding him with a golden aura that protects him. Move bys are his specialty, but has developed a few special trick that use his speed to good effect.

Campaign Use: 

Appearance: 177 cm and 77 KG. Wears jeans and brown boots, a brown leather jacket with albanian style eagle wing on the front. Also a golden helmet that covers his hair and eyes!
 

 

 

I like him. A bit mysterious, but certainly on the side of the angels (pun intended)

Power wise the build works well. Plays up the strengths of a flyer. Add a couple of out of the box powers for some tactical advantages, and he's pretty competent.

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Four hooves and brilliant.  I like!

Quote

AEP #45  Professor Chirion

 

 


Val Char Cost Roll Notes

10 STR 0 17- Lift 6400.0kg; 8d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

25 INT 15 14- PER Roll 16-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

8+12 PD 6 Total:  8/20 PD (8/20 rPD)

8+12 ED 4 Total:  8/20 ED (8/20 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

10 REC 8

40 END 0

25 STUN 0 Total Characteristic Cost:  123

 

Movement: Running: 16"/64"

Leaping: 16"/32"

Swimming: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

24 Equine harness:  Armor (12 PD/12 ED) (36 Active Points); OIF (-½)

 

2 Swimming +3" (5" total) (3 Active Points); OIF (-½) 1

13 Equine harness:  Running +10" (16" total), x4 Noncombat (25 Active Points); OIF (-½) 2

2 Equine harness:  Leaping +8" (16" forward, 8" upward) (8 Active Points); OIF (-½) 1

6 +2 PER with all Sense Groups

 

48 Inventor:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

 

 

15 Equine harness:  +30 STR (30 Active Points); OIF (-½), No Figured Characteristics (-½) 3

10 +15 STUN (15 Active Points); OIF (-½)

13 Equine harness:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½)

56 Weapon Pods:  Energy Blast 5d6, Variable Special Effects (Limited Group of SFX; +¼), No Normal Defense (Con Roll; +1) (56 Active Points) 6

 

Perks

9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13-

7 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

 

Talents

5 Eidetic Memory

 

Skills

3 Climbing 13-

7 Science Skill:  General Science 18-

3 Deduction 14-

3 Criminology 14-

3 Forensic Medicine 14-

3 Persuasion 13-

3 Inventor 14-

3 Mechanics 14-

3 Electronics 14-

3 Demolitions 14-

3 Computer Programming 14-

3 Security Systems 14-

3 Systems Operation 14-

3 Paramedics 14-

4 Language:  English (completely fluent; literate)

4 Language:  Latin (completely fluent; literate)

1 Language:  Greek (imitate dialects; literate) (6 Active Points)

3 Teamwork 13-

10 +2 with DCV

 

Total Powers & Skill Cost:  286

Total Cost:  409

 

300+ Disadvantages

15 Psychological Limitation:  DO Gooder (Common; Strong)

20 Physical Limitation:  Paraplegic outside of Harness (All the Time; Greatly Impairing)

74 Experience Points

 

Total Disadvantage Points:  409

Earned Experience:  0

Spent Experience:  74

Unspent Experience:  0

 

Background/History:  A life of hardship.  George Kairos grew up on the streets, a wild child.  When his sister died in an accident, he joined the military, so her death would mean something,  and he lost both legs while on duty.  But an academic bug had been awakened and george used the benefits and scholarships to earn advanced degrees in engineering, bionics and robotics.  He even developed a set of replacement legs, but based on a horse motif.  When he learned that the military was going to take his research, he stole the only prototype.  Operating as the hero Prof. Chirion, eventually he and the government reached an agreement.  Now he still does research, but also helps Greece and Europe as its resident technical expert hero.

 

Personality/Motivation:  Another do gooder, spidey syndrome type.

 

Quote:  

 

Powers/Tactics:  Though his equine frame gives him speed, he mostly relies on the various weapons he has attached to pods on the frame to take out opposition.  Shoot and scoot.

 

Campaign Use:  

 

Appearance:  Without the frame he would stand about 181 cm and weighs 85 KG.  Of course the frame adds to this a bit.  His hair and beard are black and his eyes are brown!

 

 

 

Finally a tech based NPC from a land inundated with magical/ mystical phenomenon.  He's a breath of fresh air.  I like that it pays homage to the old tales, but adds some modern hooks.

 

Power wise, he's cool.  This is the guy who has a tool for every occasion.  And if he does not have it, he makes it.  Add some decent HTH (four legged move-bys) and he's decently neat!

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Another science based hero, in a land of myths. WOW!

Quote

AEP #46 Stella D'Argentio

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
23 DEX 39 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 ½d6
16 COM 3 12-

8+20 PD 6 Total: 8/28 PD (8/28 rPD)
8+30 ED 4 Total: 8/38 ED (8/38 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
6 REC 0
40 END 0
25 STUN 0 Total Characteristic Cost: 106

Movement: Running: 6"/12"
Flight: 25"/400"
Leaping: 2"/4"
Swimming: 2"/4"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

6 +2 PER with all Sense Groups

25 Elemental Control, 50-point powers
56 1) Flight 25", x16 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points) 3
25 2) Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

10 Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Light Effects; -½)
10 Hearing Group Flash Defense (10 points)

6 Life Support (Eating: Character does not eat; Sleeping: Character does not sleep)


60 Multipower, 60-point reserve
4u 1) Blinding Aura: Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); No Range (-½) 6
5u 2) Blinding Beam: Sight Group Flash 10d6 (50 Active Points) 5
5u 3) Healing Light: (Total: 55 Active Cost, 55 Real Cost) Healing BODY 1 ½d6 (Real Cost: 15) plus Healing Stun 4d6 (Real Cost: 40) 5
2u 4) Change Environment 8" radius, MegaScale (1" = 1 km; +¼) (25 Active Points) 2
6u 5) Light Blast: Energy Blast 12d6 (60 Active Points) 6

Skills
3 Acrobatics 14-
3 KS: Astronomy 12-
3 Persuasion 13-
3 Oratory 13-

Total Powers & Skill Cost: 240
Total Cost: 346

300+ Disadvantages
15 Psychological Limitation: Do Gooder (Common; Strong)
10 Dependence: Sunlight/starlight -10 Active Points from Affected Power (Very Common; 20 Minutes)
21 Experience Points

Total Disadvantage Points: 346
Earned Experience: 0
Spent Experience: 21
Unspent Experience: 0

Background/History: The darling of Italy, Stella D"Argentio is glamorous and full of light. The reality is different. She is actually Chiara d'Angelo, a bookish, bespectacled astronomer and astrophysicist. She loved the night sky, studied at university and when she saw what looked like a meteor hit, she had to investigate. There she found not a rock, but a glowing ball of energy, the seemed to fill her up and then vanished. She somehow is now a living star. And has appointed herself Italy's hero, between her work looking at the night sky, that is!

Personality/Motivation: Spidey Syndrome!

Quote: 

Powers/Tactics: An array of light based powers that allow her to fly, resist damage and generate light, from simple glow to blinding flash to a damaging blast!

Campaign Use: 

Appearance: 180 cms tall and 55 KG with long black hair and brown eyes. Her costume is a white bodysuit with black boots and gloves!


Another that I like. Italy is a modern society, so lets get modern people with powers. Now she is a little hokey in that she has the dowdy scientist type when not in costume, but Peter Parker did it for years. 

Power wise, the powers are cool. This books needs more dedicated blasters that fly above and provide air support. And she has a few options available to her. Nice!

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On 11/12/2017 at 7:29 PM, Amorkca said:

2u 4) Change Environment 8" radius, MegaScale (1" = 1 km; +¼) (25 Active Points) 2

 

What is this supposed to do?  make a blinding area?

 

In the book it is called ILLUMINATE (my bad for not naming it.)  No real description, but by the name I will guess she becomes a light source that can bring dayling levels of illumination to a 1 mile (1.6 KM) radius.

 

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The head a crime family with BIG ambitions

 

Quote

AEP #47  Duco Nefando

 

 


Val Char Cost Roll Notes

70 STR 60 23- Lift 409.6tons; 14d6 [7]

24 DEX 42 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 15-

15 EGO 10 12- ECV:  5

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

30 PD 16 Total:  30 PD (30 rPD)

30 ED 26 Total:  30 ED (30 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

18 REC 0

40 END 0

55 STUN 0 Total Characteristic Cost:  210

 

Movement: Running: 6"/12"

Leaping: 14"/28"

Swimming: 2"/4"

Tunneling: 10"/320"

 

Cost Powers END

30 Damage Resistance (30 PD/30 ED)

 

6 +2 PER with all Sense Groups

 

105 Multipower, 105-point reserve

6u 1)  Earth Moving:  Telekinesis (70 STR) (105 Active Points); Limited Power Power loses about a third of its effectiveness (Limited to Earth; -½), Affects Whole Object (-¼) 10

7u 2)  Earth Blast:  Energy Blast 14d6 (70 Active Points) 7

4u 3)  Earthquake:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only along the ground; -½), Limited Power Power loses about a third of its effectiveness (No Damage only KB; -½), No Range (-½) 9

8u 4)  Earthen Wall:  Force Wall (16 PD/16 ED) (80 Active Points) 8

7u 5)  Stone Grip:  Entangle 10d6, 5 DEF (75 Active Points) 7

7u 6)  Tunneling 10" through 10 DEF material, x32 Noncombat (70 Active Points) 7

 

19 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)

 

Perks

10 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 13-

8 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

40 Follower

 

Skills

3 Disguise 13-

3 KS: History 13-

3 KS: Politics 13-

3 Tactics 13-

3 Deduction 13-

3 Criminology 13-

3 Forensic Medicine 13-

3 Persuasion 13-

4 Language:  English (completely fluent; literate)

1 Language:  Italian (imitate dialects; literate) (6 Active Points)

 

Total Powers & Skill Cost:  286

Total Cost:  496

 

300+ Disadvantages

10 Psychological Limitation:  Honourable (Common; Moderate)

5 Psychological Limitation:  Power Hungry (Uncommon; Moderate)

181 Experience Points

 

Total Disadvantage Points:  496

Earned Experience:  0

Spent Experience:  181

Unspent Experience:  0

 

Background/History:  An ultra nationalist leader of the Carbonari,  Duca Nefando just want Italy for the Italians.  A very simple idea.  But he organized criminal enterprises to raise money, and committed crimes to support his cause.  Eventually he was caught and sent to a super powered prison.  But the power dampeners weakened and he was able to effect an escape.  Now he is back, re-organising his base.  Italy will be free.  But is it the freedom she really needs!

 

Personality/Motivation:  Those with power deserve to rule.

 

Quote:  

 

Powers/Tactics:  Control earth and rock at will.  Move earth and stone, blast foes, turn into living stone that has great strength and resistance.

 

Campaign Use:  

 

Appearance:  In human form 184 cm and 87 KG with black hair and beard and brown eye.  When resistance is active he gains a more earthen look with various shades of brown!  His costume looks like a roman legionaries, but very fancy and opulent looking ( he is a Duke after all)!


 

 

 

So he is a take off of Count Neferia from Marvel comics.  He feels that since he is of the nobility and he has power he is best fit to rule.  He has an element of noblesse oblige, but it really a cloud to hide his self serving nature.

 

Power wise, he's another earth controller ( wow is there no other element?) but he's a pwerful one.  I am no sure if he can take on a whole super team, but he can give them a run for their money, especially if he has a few agents, or super powered flunkies.  So despite the fact he's another earth controller, I do like him!

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Chapter Eight  Western Europe

 

Well the first good idea here iis ECHO (European Coordinated Heroes Organization) an information network and warning system for heroes in Europe to get together for threats any one team can not handle on its own.  I could see a UN version of this!

 

Spain and Portugal.  Well this is a rich mine of NPC. We get a legacy villain of a former hero, an angel (literally) who is called upon when things are their most dire, a husband and wife team of battlesuit users called Sword and Shield, and a pair of bionic mercenaries who seem very nasty and have ties to a new WWC, this one that is very hidden and very dangerous.

 

Not finished, we get a representative from Fairy that can literally take on multiple teams (his first appearance forced the summoning of the angel mentioned above, if that gives you an idea) and a cyberpunk villain who looks strange but is more powerful than he looks.  We finish up with a solo hero who reminds me of Cheshire Cat from Champions and a spanish super team called Los Nuevos Invencibles.

 

France and Monaco.  So a history of french heroes, the event in 1961 that made them actively locate and recruit supers and the modern heroes of France (I Thought WW II killed all the heroes leaving the area vulnerable to the WWC?).  Some heroes include a street level hero in Paris, the French super team and an independants and two villains, one very nasty.  (as an aside where is the UK superteam?  Seriously!)

 

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